﻿/*
* Copyright (c) 2010-2012 Tesla Engine Group
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/


using Tesla.Core;

namespace Tesla.Input {
    /// <summary>
    /// KeyPressedCondition checks if a bounded key has been
    /// pressed since the last update. It accounts for key repeats,
    /// which can be disabled or enabled.
    /// </summary>
    public class KeyPressedCondition : InputCondition {
        private Keys _key;
        private bool _allowRepeat;
        private KeyboardState _oldState;

        /// <summary>
        /// Get or set the key binding.
        /// </summary>
        public Keys KeyBinding {
            get {
                return _key;
            }
            set {
                _key = value;
            }
        }

        /// <summary>
        /// Get or set if the condition should allow
        /// key repeats or not.
        /// </summary>
        public bool AllowRepeat {
            get {
                return _allowRepeat;
            }
            set {
                _allowRepeat = value;
            }
        }

        /// <summary>
        /// Creates a new KeyPressedCondition
        /// </summary>
        /// <param name="key">Key to bind</param>
        /// <param name="allowRepeat">Allow for repeating</param>
        public KeyPressedCondition(Keys key, bool allowRepeat) {
            _key = key;
            _allowRepeat = allowRepeat;
            _oldState = Keyboard.GetKeyboardState();
        }

        /// <summary>
        /// Checks if the key is pressed.
        /// </summary>
        /// <param name="time">Time elapsed since the last update</param>
        /// <returns>True if pressed</returns>
        public override bool Check(GameTime time) {
            KeyboardState state = Keyboard.GetKeyboardState();
            if(_allowRepeat) {
                if(state.IsKeyDown(_key)) {
                    return true;
                }
            } else {
                if(!_oldState.IsKeyDown(_key) && state.IsKeyDown(_key)) {
                    _oldState = state;
                    return true;
                }
            }
            _oldState = state;
            return false;
        }
    }
}
